I just realized I never mentioned my interview yesterday! (Well, apart from a @BlueBottleGames tweet).
Travis Huinker, from Gaming Nexus, asked me some questions about where the idea of NEO Scavenger and Blue Bottle Games came from. It even features some lesser known NEO Scavenger art from my game dev blog!
So if you're interested in a history lesson, be sure to check it out!
Got another batch of short encounters added today. And some of them have a shiny new disease!
The disease is called "The Blue Rot," and bears some similarities with the pneumonic plague, or "Black Death." It's a particularly nasty one, communicated via aerosolized plague bacteria. So watch out for coughing people in the future :)
As with yesterday, work continues on adding random encounters to the game.
Today, I got the first batch of 6 in, and decided to test that they were triggering ok. Part of this process involved creating code to sprinkle the encounters around the map when the game starts. There are a couple different ways to do this, including which hexes to use vs. ignore in a new game vs. loaded game.
I spent most of the morning working on some code to play some of Josh's music, as mentioned yesterday. After a few hours of work, I got it to play random tracks from time to time. Tracks that are non-looping will play in their entirety, while tracks that loop will play a random portion before fading out again.
It inflates the download sizes a bit, but hopefully, this will add some nice atmosphere to the game.
I finished my edits this afternoon, and I think I can start hooking up some random encounters tomorrow. Yay!
I'll have to see what things I can automate vs. have to do by hand, but it'll be a nice change of pace to be back in the code. Document editing always feels so slow-going.
I'll also be looking into how the random events are triggered. I'd like for them to trigger in such a way that they're spread across the map. That way, one has to visit the whole map to see them all, but their locations change each game.
Today was more about business-y stuff, so unfortunately, there's not much to report. Most of the day was spent dealing with accounting, press inquiries, order issues, and the like. All stuff that's vital to running a business, but not very exciting to talk about :)
Well, it turns out there's an overheating bug. To many of you, this isn't a surprise. But I wasn't able to make it happen until I saw a few folks mentioning similar steps to get there. Thanks for the info, guys!
Decided to hunker down and get some content work done today. It's been a long, slow process, but I think I'm nearing the point where I can start hooking up some of the encounters Cameron and I have been working on.
Originally, I wanted to wait until more of the story was finished, and release it all at once. But this is taking a long time, so I think we'll release it in chunks. Hopefully, bite-sized morsels are almost as satisfying as a full-course meal.
I guess it was a good thing I got those builds uploaded yesterday. This morning, my machine's primary HDD was clicking like mad. It was incessant as Windows loaded. I have a sinking feeling it's on its way out.
So I spent most of the morning making sure all the backups are in order, and bought a replacement HDD, just in case. The clicking has stopped, for now. But I suspect I'll be hearing it again before long. Man, when it rains, it really pours, eh?
Well, my dev machine is alive again, and humming along.
Had to run into town for a new video card this morning. Thankfully, a quick and painless install later, I was back into the IDE and happily coding. And while I had server backups if I needed them, everything was still intact, so I picked up pretty much from the line of code where everything died.
Things were going pretty smooth today, when suddenly my screen got some bluish snow patterns on it, then froze. No response from the PC at all. Upon rebooting, I got some weird ASCII characters on the BIOS screen, some more bluish snow, then nothing.
Subsequent reboots yielded nothing. No video signal at all. Everything else appeared to work (fans, drives, etc.), just no video.
It took most of the day, but I've re-architected the combat system, and I think it's much more stable now.
It looks like the big issue was poor bookkeeping of creatures as they exited and entered battles. Things were pretty stable when battles were few and far between. However, when battles started happening close to each other, and combatants moved between them, things got ugly.
So there's a pretty epic bug in NEO Scavenger right now.
I wanted to take a look at a few gameplay bugs this morning, and started with one that caused combat to crash, making the game unplayable. After a few rounds of testing, it was obvious this was not your run of the mill bug. It was causing all kinds of weird issues, generally resulting in an unstable game after it happened (crashing combat, endless turns, etc.). What's worse, it seems to crash in different ways each time I find it.